;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Aqueduct needed to exceed this size
50      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Persian Tech1,      4,-2,  no, no, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Persian Tech2,      3,-2,  AFl, nil, 0, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 0, 3    ; Ast
Armor,              4,-1,  Iro, nil, 0, 0    ; Ato
NO,                 6,-1,  no,  no,  3, 4    ; Aut
Cavalry Tech,       4, 1,  Hor, nil, 0, 0    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Lydian Tech,        5,-1,  no, no, 0, 0    ; Che
Chivalry,           4,-2,  Feu, nil, 0, 2    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Persian Feudalism,  5,-1,  AFl, nil, 0, 2    ; CA
Archery,            5,-1,  War, nil, 0, 0    ; Cmb
NO,                 5, 0,  no,  no,  2, 2    ; Cmn
Babylonian Tech,    4, 1,  no, no, 0, 0    ; Cmp
Egyptian Tech,      7,-1,  no, no, 0, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Greek Tech,         4, 0,  no, no, 0, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  nil, nil, 0, 2    ; Dem
Phoenecian Tech,    4, 1,  nil, nil, 0, 1    ; Eco
Adv. Archery,       4, 0,  Cmb, Hor, 0, 0    ; E1
Cuneiforn Alphabet, 4, 1,  no, no, 0, 3    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Cuneiforn Writing,  3, 1,  E2,  nil, 0, 3    ; Env
Diplomacy,          2,-1,  nil, nil, 0, 2    ; Esp
Persian Diplomacy,  5, 0,  Amp, nil, 0, 2    ; Exp
Feudalism,          4,-1,  Mon, nil, 0, 2    ; Feu
Aristocracy,        4,-1,  Feu, nil, 0, 2    ; Fli
Fundamentalism,     3,-2,  Mys, nil, 0, 2    ; Fun
Domestication,      3, 0,  nil, nil, 0, 1    ; FP
Elephant Warfare,   3, 2,  Amp, nil, 0, 0    ; Gen
Greek Naval Tech,   4, 1,  no, no, 0, 1    ; Gue
NO,                 8,-2,  no, no, 1, 0    ; NO
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
NO,                 6, 0,  no,  no,  2, 1    ; NO
Babylonian Support, 6, 0,  no,  no,  0, 0    ; Inv
Iron Working,       5,-1,  Bro, nil, 0, 4    ; Iro
Lydian Support,     4,-1,  no,  no,  0, 0    ; Lab
Egyptian Support,   4, 0,  no,  no,  0, 0    ; Las
Greek Support,      5,-1,  no,  no,  0, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Thracian Support,   4,-2,  no,  no,  0, 0    ; Too
Cilician Support,   4,-1,  no,  no,  0, 0    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Iranian Support,    5, 0,  no,  no,  0, 0    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 0, 1    ; Med
Metallurgy,         6,-2,  Min, nil, 0, 4    ; Met
Metal Working,      4, 1,  Iro, nil, 0, 4    ; Min
NO,                 8,-1,  no,  no,  0, 0    ; NO
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  nil, nil, 0, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Seige Weapons,      6,-1,  War,  nil,  0, 0  ; Nav
NO,                 6,-2,  no,  no,  0, 0    ; NO
NO,                 3, 0,  no,  no,  0, 0    ; NP
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; Phi
NO,                 4,-1,  no,  no,  0, 0    ; NO
NO,                 4, 1,  no,  no,  0, 0    ; NO
NO,                 4, 0,  no,  no,  0, 0    ; NO 
Polytheism,         4, 0,  Cer, nil, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
NO,                 5,-1,  no,  no,  0, 0    ; NO
NO,                 6, 0,  no,  no,  0, 0    ; NO
NO,                 2, 1,  no,  no,  0, 0    ; NO
NO,                 4, 0,  no,  no,  0, 0    ; NO
NO,                 3, 1,  no,  no,  0, 0    ; NO
NO,                 5, 1,  no,  no,  0, 0    ; NO
NO,                 5,-2,  no,  no,  0, 0    ; NO
NO,                 6,-2,  no,  no,  0, 0    ; NO
NO,                 4, 2,  no,  no,  0, 0    ; NO
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
NO,                 4, 1,  no,  no,  0, 0    ; NO
NO,                 3,-2,  no,  no,  0, 0    ; NO
NO,                 4,-1,  no,  no,  0, 0    ; NO
NO,                 4,-1,  no,  no,  0, 0    ; NO
NO,                 4, 1,  no,  no,  0, 0    ; Sup
NO,                 6,-1,  no,  no,  0, 0    ; NO
NO,                 3, 2,  no,  no,  0, 0    ; NO
NO,                 4, 0,  no, no,   0, 0    ; NO
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 0, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
NO,                 1, 0,  no,  no,  0, 0    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Shrine,                   4,  1,    Cer,
Market Place,             8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
NO,                       12, 3,    no,
Temple,                   12, 3,    Mys,
Academy,                  16, 3,    Uni,
NO,                       16, 4,    no,
Arena,                    10, 4,    Cst,
NO,                       20, 4,    no,
NO,                       32, 6,    no,
NO,                       20, 4,    no,
NO,                       20, 2,    no,
NO,                       16, 4,    no,
NO,                       24, 4,    no,
NO,                       16, 2,    no,
NO,                       16, 4,    no,
NO,                       12, 2,    no,
NO,                        8, 3,    no,
NO,                       20, 5,    no,
NO,                       16, 3,    no,
NO,                       10, 2,    no,
NO,                        8, 1,    no,
NO,                       32, 4,    no,
Harbor,                    6, 1,    Sea,
NO,                       16, 3,    no,
NO,                       16, 3,    no,
NO,                       6,  2,    no,
NO,                       8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    nil,
Trade Harbor,             20, 0,    nil,
NO,                       20, 0,    no,
NO,                       30, 0,    no,
Oracle,                   30, 0,    nil,
Median Wall,              30, 0,    nil,
Greek War Academy,        30, 0,    nil,
Fertile Farmlands,        30, 0,    nil,
Median Embassy,           20, 0,    nil,
Ishtar Gate,              40, 0,    nil,
Ancient Wisdom,           30, 0,    nil,
Phoenecian Colonies,      40, 0,    nil
Hammmurabis' Laws,        30, 0,    nil,
NO,                       40, 0,    no,
Temple of Amon,           40, 0,    nil,
NO,                       40, 0,    no,
NO,                       40, 0,    no,
NO,                       40, 0,    no,
NO,                       40, 0,    no,
NO,                       30, 0,    no,
Acropolis,                60, 0,    nil,
NO,                       60, 0,    no,
NO,                       60, 0,    no,
NO,                       60, 0,    no,
NO,                       60, 0,    no,
NO,                       60, 0,    no,
NO,                       60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Early P. Def., Amp, 0,  0.,0,  0a,2d,  2h,1f,  3,0,  1, AFl,000010000000000
Late P. Def.,nil, 0,  0.,0,  0a,4d,  4h,1f,  4,0,  1, Amp, 000010000000000
Lydian Def.,nil, 0,  0.,0,  0a,3d,  2h,1f,  3,0,  1, Che, 000000000000000
Babylonian Def.,  nil, 0,  0.,0,  0a,2d,  3h,1f,  3,0,  1, Cmp, 000000000000000
Egyptian Def.,nil, 0,  0.,0,  0a,3d,  3h,1f,  4,0,  1, Csc, 000000000000000
Greek Def.,  nil, 0,  0.,0,  0a,4d,  1h,1f,  2,0,  1, Gue,  000010000000000
Cilician Def., nil, 0,  0.,0,  0a,3d,  2h,1f,  3,0,  1, no, 000010000000000
NO,           nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
NO,           nil, 0,  1.,0,  2a,2d,  2h,1f,  5,0,  1, no,  000001000000010
Babylonians,  nil, 0,  1.,0,  3a,2d,  2h,1f,  2,0,  1, Inv, 000000000000000
Lydians,      nil, 0,  1.,0,  3a,3d,  2h,1f,  2,0,  0, Lab, 000000000000000
Egyptians,    nil, 0,  1.,0,  3a,3d,  2h,1f,  2,0,  1, Las, 000000000000000
Greeks,       nil, 0,  1.,0,  3a,2d,  2h,1f,  2,0,  1, Ldr, 000000000000000
Iranians,     nil, 0,  2.,0,  4a,3d,  3h,1f,  4,0,  0, MP,  000000000000000
Cilicians,    nil, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  0, Mag, 000000000000000
Thracians,    nil, 0,  2.,0,  2a,2d,  1h,1f,  3,0,  1, Too, 000000000000000
Chariot,      Amp, 0,  2.,0,  4a,2d,  1h,1f,  2,0,  0, Whe, 000000000000000
Pers. Chariot,nil, 0,  2.,0,  5a,3d,  1h,1f,  2,0,  0, Amp, 000000000000000
Archers,      E1, 0,   1.,0,  3a,2d,  1h,1f,  2,0,  1, Cmb, 000000000000000
Adv. Archers, Amp, 0,  2.,0,  4a,3d,  2h,1f,  2,0,  1, E1,  000000000000000
Pers. Archers,nil, 0,  2.,0,  4a,4d,  2h,1f,  2,0,  1, AFl, 000000000000000
Pers. Cavalry,nil, 0,  3.,0, 5a,2d,  3h,1f,  3,0,  0,  AFl, 000000000000000
Catapult,     nil, 0,  2.,0,  6a,1d,  1h,1f,  4,0,  0, Nav, 000000001000000
Lyd. Cavalry, nil, 0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, Che, 000000000000000
Bab. Cavalry, nil, 0,  2.,0,  4a,2d,  2h,2f,  3,0,  0, Cmp, 000000000000000
Egy. Chariots,nil, 0,  2.,0,  5a,2d,  3h,2f,  7,0,  0, Csc, 000000000000000
War Elephant, nil, 0,  2.,0,  4a,2d,  2h,2f,  6,0,  0, Gen, 000000000000000
Transport,    nil, 2,  4.,0,  0a,1d,  2h,2f,  3,2,  0, nil, 000000000100000
War Galley,   nil, 1,  6.,0,  4a,3d,  2h,2f,  5,0,  0, Map, 000000000100000
NO,   nil, 1, 14.,1,  8a,3d,  2h,2f,  8,0,  3, no, 000000000010001
NO,  nil, 1, 12.,2, 14a,3d,  2h,2f, 16,0,  0, no, 000000000000001
Trireme,      nil, 2,  3.,0,  6a,3d,  1h,1f,  4,0,  0, Gue, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no, 000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no, 000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      Sup, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, no, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no, 001000000000000
Diplomat,     Amp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000010
Pers. Diplomat,nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Amp, 000000000000010
Trader,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
NO,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no, 000000000000010
Scout,     nil, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  0, nil, 000001000000010
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       1,  -1,  -1,     
Nabonid,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      -1, -1,  1,     
Psammetich III,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    1,  -1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Kyaxares,     Antica,              0, 5, 1, Medians,     Median,   -1,  0,  1,     
Pericles,     Hippolyta,           1, 6, 1, Greeks,      Greek,       1,  -1, -1,     6, Strategoi, Strategoi
Asoka,        Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  -1, -1,
Alexander,    Roxana,              1, 1, 0, Macedonians, Macedonian,     -1,  1,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     
Darius I,     Atossa,              0, 5, 0, Achaemenids, Achaemenid, 1,  1,  1,     2, Great King, Great Queen,  4, Magician, Magician
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Shapur II,    Zenobia,             0, 7, 0, Sassanid,     Sassanid,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Animals,
Marble,
Wood,
Pottery,
Salt,
Coal,
Copper,
Purpur,
Iron,
Wine,
Wheat,
Silver,
Drugs,
Papyrus,
Gold,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













